Heroes of the Storm - Muradin Guide
Welcome to the Heroes of the Storm build guide for Muradin. In this guide, you will find basic information on the game and Muradin, as well as tips on how to play and build him.
This guide will break down into six categories:
- Introduction - A breakdown of the kind of character you're playing
- Starter Abilities - The abilities your character starts with at the beginning of the match.
- Heroic Abilities - Pick from one of these two ultimate-like abilities at team level 10
- Talents - The character improvements you can choose from to custom build your hero
- Talent Builds - Recommended builds that I have personally found success with
- Playstyle Tips - Extra information about the character to help you play your best
In Heroes of the Storm, Muradin Bronzebeard is a melee warrior with a kit perfect for CCing and survivability. Muradin can take damage, deal damage, and initiate team fights.
Muradin is fairly tanky on his own, but with the right build, he can get into the heart of the brawl and come out with some leftover health. If you would rather play him as a damage dealer, his kit has enough CC to let you control your target until you bash their brains in with the might of your Dwarven hammer.
Due to his tankiness and kit, Muradin will most likely be an initiator on your team. He can stun, slow, and knock his enemies back into the middle of your team. He is also great for tanking mercenary camps or enemies like the Skull Golem.
- Stormhammer (Q)
- Cooldown: 10 seconds
- Throw a hammer, stunning and damaging the first enemy hit.
- Thunderclap (W)
- Cooldown: 8 seconds
- Slow and damage nearby enemies
- Dwarf Toss (E)
- Cooldown: 12 seconds
- Leap to an area, dealing damage to nearby enemies
- Second Wind
- Combat Trait (Passive)
- Regenerate extra Health when not taking damage
Heroic Abilities (Choose One)
- Avatar (R)
- Cooldown: 100 seconds
- Duration: 20 seconds
- Gain Health; attacks stun enemies
- Haymaker (R)
- Cooldown: 80 seconds
- Deals heavy damage. Knocks the target back.
Talents (Choose One from Each Tier)
- Path of the Warrior: Your Hero gains an extra 25 Health for every level gained.
- Skullcracker: Every 4th attack against the same target will stun them for 0.25 seconds.
- Perfect Storm (Q): Stormhammer's damage is permanently increased by 5 for each enemy hero hit.
- Infused Hammer (Q): Stormhammer refunds 37.5 mana for each enemy hit.
- Amplified Healing: Increases healing taken and regeneration effects by 30%.
- Landing Momentum (E): Increases the movement speed of Muradin by 20% for 2 seconds upon landing.
- Crowd Control (W): Each enemy hit by Thunderclap reduces the cooldown on Thunderclap by .5 seconds.
- Thunderburn (W): Leaves a zone on the ground that explodes after 1.5 seconds dealing 25 damage and applying a 25% slow for 2 seconds.
- Block: Periodically reduces the damage received from Hero Basic Attacks by 50%. Stores up to 2 charges.
- Battle Momentum: Basic Attacks reduce your Ability cooldown by 0.5 seconds.
- Stormbolt (Q): Stormhammer pierces, hitting 1 additional target.
- Sledgehammer (Q): Stormhammer deals double damage to minions and structures, and can stun structures for 3 seconds.
- Searing Attacks: Active to increase Basic Attack damage by 50% for 5 seconds. Attacks cost 20 mana per hit.
- Avatar (R): Gains 500 health. Attacks stun enemies.
- Haymaker (R): Deals 200 damage. Knocks the target back, hitting enemies in the way for 50 damage and knocking them back slightly.
- Burning Rage: Deals 10 damage per second to nearby enemies.
- Spell Shield: Periodically reduces the damage received from Hero Abilities by 50%. Stores up to 2 charges.
- Third Wind (Trait): Increases Second Wind's health regeneration rates. Activates at 40% health.
- Dwarf Launch (E): Increases the range and impact radius of Dwarf Toss by 50%.
- Imposing Presence: Enemies that attack you have their Attack Speed slowed by 30%.
- Executioner: Basic Attacks deal 50% more damage against slowed, rooted, or stunned targets.
- Heavy Impact (E): Enemies hit by Dwarf Toss are stunned for 0.75 seconds.
- Stoneform (Trait): Activate to heal for 39.56% of his maximum Health over 8 seconds. Second Wind is deactivated during this period.
- Rewind: Activate to reduce the cooldown of your Basic Abilities by 10 seconds.
- Resurgance of the Storm: Upon dying, revive back at your Altar after 5 seconds. This can occur once every 120 seconds.
- Fury of the Storm: Basic Attacks bounce twice to nearby enemies for 50% damage.
- Unstoppable Force (R): Increases duration of Avatar by 30% and the duration of Crowd Control effects is reduced by 75% while in Avatar.
- Grand Slam (R): Increases the damage of Haymaker by 50% and the knockback distance by 40%.
- Path of the Warrior: This will get you some extra health; tanks love extra health.
- Any: These are all situational and up to who you're fighting against or laning with. If you have a support that heals with you, Amplified Healing will be worth it.
- Block: Blocking goes hand-in-off-hand with tanking.
- Any: Haymaker is better for initiating fights; Avatar is better for taking damage overall.
- Spell Shield: Same reason you take Block.
- Imposing Presence, Heavy Impact, or Stoneform: Enemies that rely more on auto-attacks will be screwed over with the first talent; stuns and heals are always useful otherwise.
- Unstoppable Force or Grand Slam: These will greatly enhance your heroic abilities; if you really need to defend your base when you get this talent, Resurgance might be worth getting, but if you're not dying much, then I'd say get the ones that enhance your Heroic abilities.
This is the build I choose when I have a coordinated team. It is extremely useful for staying in lane, initiating and controlling team fights, and for tanking mercenary camps or the Skull Golem. You will be sacrificing damage, but you will be able to outlast almost every other player in the match. You still have significant CC even without taking the talents for it due to Muradin's kit, so, get in the middle of the fight and stun your enemies to rack up team kills!
CC with a Side of Damage
- Skullcracker: Get yourself some of that delicious CC.
- Landing Momentum or Crowd Control: Landing Momentum will help you outrun your enemies to either escape or get ahead of them to trap them or land a Haymaker; Crowd Control gives you some extra cooldown reduction.
- Stormbolt: This allows you to stun an extra target and is probably one of the best talents in the tree overall.
- Haymaker: Avatar is also useful, but Haymaker will let you have more control over your enemy's position.
- Dwarf Launch: This syncs up well with Heavy Impact; Burning Rage is also worth taking if you want more damage.
- Heavy Impact: You will have another stun in your arsenal; Executioner will give you more damage.
- Grand Slam - Increases the effectiveness of one of your best tools in the kit; take Fury of the Storm if you want to do more damage.
This build is pretty flexible. You can spec it to be almost pure CC or you can spec it to be CC mixed with some extra damage. Muradin can deal a decent amount of damage, but increasing your CC will help out your team and frustrate your enemy more than doing an extra bit of damage will. You won't be as tanky as the previous build, but you can still take some damage; try to isolate enemies instead of jumping into the middle of the fight.
Muradin Playstyle Tips
Pick Your Targets Carefully
- Do not use Muradin's Stormhammer when your foe is near their minions unless you are certain you can hit them.
- Try to use your CC on assassin-type targets or healers; you want to prevent your enemy from dealing damage or from keeping their fellow teammates alive.
- Do not CC a low damage dealing, tanky character in a team fight; this is a poor target choice and one of the biggest rules of MOBAs is to never focus the tank (in 99 out of 100 cases.)
Do Not Waste Cooldowns
- CCing in a team fight is crucial; if you wasted all your mana laning, you will perform poorly when it counts and probably irritate your teammates.
- Do not use your Heroic Abilities out of a team fight unless it is completely necessary for your survival or to carry out a more important objective (keeping an opponent away from activating a Dragon Shrine or collecting skulls after defeating the big Skull Golem.)
When to Toss Your Dwarf
- Do not use Dwarf Toss if your enemy has a mobility skill up.
- Pop a Stormhammer then Thunderclap (if close enough) on your pursuer and then Dwarf Toss away to get out of dire situations.